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<blockquote data-quote="Brashnir2" data-source="post: 7583429" data-attributes="member: 6989505"><p>The first part is Why I went with my system. making it 100 XP makes it really easy to regulate how quickly the party levels. </p><p></p><p>While it can be true that the low rewards can cause players to be upset, I also try to go out of my way to give XP to a player who is a bit less active to keep everyone around the same XP. I have one player who is fairly new to the group, and therefore not as comfortable as everyone else, so I do try to go out of my way to give him XP when he does engage. I also tend to do a lot of "everyone take an XP for that." The flat math of 5E means that having someone a level behind for a session isn't a big deal, but I do take lengths to avoid a situation where anyone is so far behind that it's more than a single session gap. </p><p></p><p>I've also found that having the players "spend" their XP to level up also gives me the ability to create options which allow them to spend it in other ways. I'm planning for my next campaign arc to give out some magic items (similar to the Vestiges of Divergence from the Tal'Dorei Campaign Setting, but custom-built for each of my players) which require the user to spend XP to unlock the next item tier.</p></blockquote><p></p>
[QUOTE="Brashnir2, post: 7583429, member: 6989505"] The first part is Why I went with my system. making it 100 XP makes it really easy to regulate how quickly the party levels. While it can be true that the low rewards can cause players to be upset, I also try to go out of my way to give XP to a player who is a bit less active to keep everyone around the same XP. I have one player who is fairly new to the group, and therefore not as comfortable as everyone else, so I do try to go out of my way to give him XP when he does engage. I also tend to do a lot of "everyone take an XP for that." The flat math of 5E means that having someone a level behind for a session isn't a big deal, but I do take lengths to avoid a situation where anyone is so far behind that it's more than a single session gap. I've also found that having the players "spend" their XP to level up also gives me the ability to create options which allow them to spend it in other ways. I'm planning for my next campaign arc to give out some magic items (similar to the Vestiges of Divergence from the Tal'Dorei Campaign Setting, but custom-built for each of my players) which require the user to spend XP to unlock the next item tier. [/QUOTE]
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